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MERLIN 



THE ELECTRONIC WIZARD 



TRY TO BEAT ME AT TICTACTOE 



TEST YOUR MEMORY IN ECHO 



BEAT THE DEALER AT BLACKJACK 13 



BREAK MY CODE IN MAGIC SQUARE 



TEST YOUR LOGIC IN MINDBENDER 



BROTHERS 



BROTHERS 



Rules © 1978 Parker Brothers Div. of General Mills Fun 
Group, Inc., Beverly, Mass. 01915. Printed in U.S.A. 

MERLIN is Parker Brothers trademark for its hand-held 
interactive electronic game equipment. 



MERLIN™ 

The Electronic Wizard 

from Parker Brothers 

For 1 or 2 Players 

Ages 7-Adult 



MERLIN™ is a remarkably intelligent computer. 
Through light and sound he plays six different 
games of chance, strategy, memory, logic and 
skill. You can even teach him to play music! 

As you compete with him, you'll discover that 
MERLIN is very talkative. He speaks with a unique 
vocabulary of 20 electronic sounds. With these 
sounds he challenges you to a game, responds 
to your moves, and tells you when you've won, 
lost or tied. It won't take you long at all to 
become familiar with each of MERLIN'S sounds. 

Lights are part of the action, too! As you play, 
you'll see that MERLIN uses lights to keep track of 
your moves, to show you your score, and to 
remind you, when you've finished playing, that 
you haven't yet turned him off. 

Are you ready to match wits with MERLIN? Here 
are the games he plays : 

1. Tic-Tac-Toe. MERLIN'S aggressive tactics will 
keep you on your toes in this famous strategy 
game. 

2. Music Machine. Teach MERLIN to play a tune 
of up to 48 notes and rests. 

3. Echo. Repeat a tune of random notes that 
MERLIN teaches you. 

4. Blackjack 13. MERLIN is the dealer in this com- 
puterized version of the classic card game. 

5. Magic Square. Try to form a square of 8 lights. 
This electronic puzzle changes constantly as you 
play. 

6. Mindbender. Discover the computer's mystery 
number. This game of logic is the ultimate chal- 
lenge-to win you'll have to read MERLIN'S mind! 



TECHNICAL INFORMATION 
ABOUT MERLIN 

BEFORE PLAYING, PLEASE 
READ THIS SECTION CAREFULLY 



1) PROPER CARE. 

MERLIN'S computer brain is made of many 
delicate electronic parts. Therefore: 

- Never take MERLIN apart. 

- Don't drop or jolt MERLIN. 

- Take care not to get MERLIN wet. 

- When pressing one of MERLIN'S buttons, 
touch it lightly in the very center. Pressing 
hard is unnecessary and can damage the 
game. 

- Don't use a pen or pencil to press the 
buttons; use your fingers only. 

2] BATTERIES. 

MERLIN can be made completely portable if 
you power him with batteries. To do this you'll 
need 6 AA-size batteries. We strongly 
recommend that you use only ALKALINE 
BATTERIES: they will last much longer than regular 
carbon batteries. 

3) AC ADAPTOR. 

With an AC adaptor you can run MERLIN on 
house current instead of batteries. However, buy 
only an AC adaptor that meets the following 
specifications: 

Nominal: 9 Volt DC at 75 milliamps 
Maximum: 10.5 Volt DC at 5 milliamps 
Minimum: 7.5 Volt DC at 150 milliamps 

Not all 9-volt, 75-milliamp adaptors will satisfy 
the minimum and maximum specifications 
shown above. Certain ones will cause MERLIN to 
operate erratically. We therefore recommend 
that you bring your MERLIN to a store to test the 
AC adaptor that you're considering. 

If you can't conveniently locate an AC adaptor 
that meets these specifications, you may order 
one from Parker Brothers by sending your name, 
address and a check or money order for $7.95 
to: Parker Brothers, P.O. Box 1006, Beverly, Mass. 
01915. Attention: Consumer Response Dept. 



4) SIGNS OF WEAK BATTERIES. 

Unlike an AC adaptor, batteries eventually have 
to be replaced. Therefore, if ever you find that 
MERLIN is not working properly, you probably 
need new batteries. Any one of the following 
signs will indicate the need for new batteries: 

a) When you turn MERLIN on, no lights will 
flash. 

b) When you turn MERLIN on, all of the lights 
will shine steady. 

c) As you play, you'll hear a continuous 
sound. 

d) As you play, the keyboard won't respond 
as it should. 

If any of these problems occur with new batter- 
ies, check to make sure that you've installed 
them correctly. 



OBJECT: 

To be the first to occupy three squares in a 
row -horizontally, vertically or diagonally* 

PREPARATION: 

Press NEW GAME. Then press#l. The #10 light will 
blink, indicating that the game is on. 

PLAYING: 

You and MERLIN take turns occupying one 
square at a time. Either of you may make the first 
move. 

a) To occupy a square yourself, press any 
unlighted square from 1 to 9. The square you 
choose will blink. 

b) MERLIN will take his turn when you press 
COMPUTER TURN. The square he chooses will 
shine steady. 



WINNING: 

The winner is the first to occupy three squares in 

a row. 

If you win -with three blinking lights in a row- 

MERLIN will make the WIN sound. 

If MERLIN wins -with three steady lights in a 

row - he will make the LOSE sound. 

If neither of you wins, MERLIN will make the TIE 

sound. 

CONTINUING: 

To play Tic-Tac-Toe again, press SAME GAME. 

*ln this classic strategy game your opponent is 
MERLIN, not another person. 



MUSIC MACHINE 

OBJECT: 

To teach MERLIN a tune and then be enter- 
tained as he plays it back to you. 

PREPARATION: 

Press NEW GAME. Then press #2. 

PLAYING: 

Buttons 2-9 are the musical scale: do, re, mi, fa, 
sol, la, ti, do. 

Button #1 is low "sol"- one octave lower. 
Button #10 is high "re"-one octave higher. 
Button is a rest-each time you press it, MERLIN 
will pause 1 beat. (Because it's a rest, this button 
makes no sound when you press it.) 

MERLIN can learn a tune of up to 48 notes and 
rests. While you're composing, however, don't 
worry if you can't remember how many buttons 
you've pressed. MERLIN will let you know-with 
the LOSE sound -when you've pressed a total of 
48 buttons. 

After you've finished composing a tune, press 
COMPUTER TURN and enjoy your music. 

CONTINUING: 

a) To play the same tune again, press 
COMPUTER TURN. 

b) To compose a different tune, press SAME 
GAME and start again. 

c) After MERLIN stops playing your tune, you 
can then continue that tune yourself by press- 



ing the appropriate buttons. The extra notes 
that you play will not become a part of the 
tune that you just taught MERLIN to play. 

Here are some tunes that you can teach MERLIN 
to play. Press the buttons in the order in which 
they appear. 



AROVIN' 






6-7-0 5-7-6 


0-4-6 


5-4-3 


3-4-5 6-9-7 


5-4-0 


3-0-2 


AULD LANG SYNE 




1-2-0 0-2-2 


0-4-0 


3-0-0 


0-0-2 4-0-6 


0-7-0 


0-0-0 


4-4-0 2-0-3 


0-0-2 


3-0-4 



2-4-2 1-1-2 



2-3-0 4-0-2 
0-7-0 6-0-0 



BEETHOVEN'S 9TH 



4-4-5 6-6-5 


4-3-2 


2-3-4 


4-3-3 


0-4-4 


5-6-6 5-4-3 


2-2-3 


4-3-2 


2-0-3 


3-4-2 


3-5-4 2-3-5 


4-3-2 


3-1 






BLOW THE MAN DOWN 






6-7-6 4-2-4 


6-7-6 


4-0-0 


6-0-0 


7-0-0 


5-4-5 3-0-0 


5-6-5 


3-1-3 


5-6-5 


3-0-0 


6-6-6 6-0-5 


4-3-4 


2 






CLEMENTINE 










2-2-2 0-1-0 


4-4-4 


0-2-0 


2-4-6 


0-0-6 


5-4-3 0-0-0 


3-4-5 


0-5-0 


4-3-4 


0-2-0 


2-4-3 0-0-1 


2-3-2 









COCKLES AND MUSSELS 



1-2-2 2-2-4 2-3-3 


3-3-5 


3-6-4 


2-6-4 


2-2-3 4-3-0 1-2-2 


2-2-4 


2-3-3 


3-3-5 


3-6-4 2-6-4 2-3-2 


3-2 






FRERE JACQUES 








2-3-4 2-2-3 4-2-4 


5-6-0 


4-5-6 


0-6-7 


6-5-4 0-2-0 6-7-6 


5-4-0 


2-0-2 


0-1-0 


2-0-0 0-2-0 1-0-2 









IT CAME UPON THE MIDNIGHT CLEAR 

2-7-0 4-6-5 3-2-0 3-2-0 2-3-4 5-5-6 
7-6-0 0-0-0- 2-7-0 4-6-5 3-2-0 3-2-0 
2-3-0 3-4-3 2-5 



JINGLE BELLS 

4-4-4 0-4-4 4-0-4 6-2-3 4-0-0 0-5-5 
5-5-5 4-4-4 6-6-5 3-2 

KNICK KNACK PADDYWHACK 

6-4-6 0-6-4 6-0-7 6-5-4 3-4-5 4-6-2 
2-2-2 4-6-0 6-3-3 5-4-3 2 



LONDON BRIDGE 

6-7-6 5-4-5 6-0-3 4-5-0 4-5-6 0-6-7 
6-5-4 5-6-0 3-0-6 0-4-2 



MARY HAD A LITTLE LAMB 

4-3-2 3-4-4 4-0-3 3-3-0 4-6-6 0-4-3 
2-3-4 4-4-4 3-3-4 3-2 



OLD FOLKS AT HOME 

4-0-3 2-4-3 2-0-9 0-7-9 0-0-6 0-0-4 
0-2-0 3-0-0 0-4-0 3-2-4 3-2-0 9-0-7 
9-0-0 6-0-4 2-3-0 3-0-2 



ONTOPOFOLDSMOKEY 






2-2-4 6-9-0 0-7-0 


0-0-0 


7-5-6 


7-6-0 


0-0-0 2-2-4 6-6-0 


0-3-0 


0-0-0 


4-5-4 


3-2 








RED RIVER VALLEY 








1-2-4 0-4-4 4-0-3 


4-3-2 


0-0-0 


0-1-2 


4-0-2 4-6-0 5-4-3 


0-0-0 


0-0-6 


5-4-0 


4-3-2 0-3-4 6-5-0 









ROW ROW ROW YOUR BOAT 

2-0-2 0-2-3 4-0-4 3-4-5 6-0-0 0-9-9 
6-6-4 4-2-2 6-5-4 3-2 



SHENANDOAH 








2-2-2 0-0-3 4-5-7 


0-6-0 


0-0-9 


8-7-0 


0-6-7 6-4-6 0-6-7 


7-7-0 


0-4-6 


4-3-2 


0-1-2 3-4-2 3-2 








SILENT NIGHT 








6-0-0 7-6-0 4-0-0 


0-6-0 


0-7-6 


0-4-0 


0-0-10 0-0-10 0-8-0 


0-0-9 


0-0-9 


0-6-0 


0-9-0 6-4-6 0-5-0 


3-0-2 







TWINKLE TWINKLE LITTLE STAR 

2-2-6 6-7-7 6-0-5 5-4-4 3-3-2 0-6-6 
5-5-4 4-3-0 2-2-6 6-7-7 6-0-5 5-4-4 
3-3-2 

WE THREE KINGS 

7-0-6 5-0-3 4-5-4 3-0-0 7-0-6 5-0-3 
4-5-4 3-0-0 5-0-5 6-0-6 7-0-7 9-7-6 
5-0-5 4-0-4 3 



ECHO 



OBJECT: 

To repeat a tune of random notes that MERLIN 
plays to you. 

PREPARATION: 

Press NEW GAME. Then press #3. Both the and 
10 lights will blink. This is MERLIN'S way of asking 
you to select the number of notes in his tune. To 
do this, press one button from 1 to 9. The higher 
the number you select, the longer and more dif- 
ficult the tune will be. Then press COMPUTER 
TURN and MERLIN will play you the tune. 

EXAMPLE: To select a game of average diffi- 
culty, press #5. Then press COMPUTER TURN and 
MERLIN will play you a 5-note tune. To win, you 
must repeat MERLIN'S tune exactly as he played 
it. 

PLAYING: 

1. As MERLIN plays his tune, listen carefully to 
the notes and watch closely the lights that 
accompany them. 



2. When MERLIN stops playing, try to repeat the 
exact order of notes and accompanying lights 
by pressing the appropriate buttons. 

a) If you press a button in the correct order, it 
will light and sound its note. 

b) If you press a button out of order, you'll hear 
a buzz. Even if MERLIN buzzes you, continue 
guessing - starting with the next note - until 
you've pressed the appropriate number of 
buttons. 

SCORING: 

a) If all of your notes are in the correct order, 
MERLIN will make the WIN sound. 

b) Otherwise MERLIN will make the LOSE 
sound and will show you -by lighting one 
numbered button - how many errors you've 
made. 

CONTINUING: 

To play the same tune again, press COMPUTER 
TURN. To try a different tune - even one of equal 
difficulty -press SAME GAME, press the desired 
level of difficulty, then press COMPUTER TURN. 

COMPETING AGAINST 
ANOTHER PERSON: 

On your turn, keep the buttons hidden from view. 
When you've finished guessing and have seen 
your score, hand MERUN to your opponent. Your 
opponent presses COMPUTER TURN and tries to 
repeat the very same tune. The winner is the one 
to repeat MERLIN'S tune with the fewer errors. 



BLACKJACK 13 

In this game, buttons 1 through 10 represent a 
deck of 10 cards. 

OBJECT: 

To acquire the higher hand of 13 or less. 

PREPARATION: 

Press NEW GAME. Then press #4. 

PLAYING: 

1. MERLIN is the dealer. Both of you start the 
game with a hand of one card. The blinking 
light shows your hand; the steady light shows 



MERLIN'S hand. You (not MERLIN) also start the 
game with a stake of five chips. 

2. On your turn you may either "hit" your hand or 
"stand." 

a) If you want to "hit" your hand -to ask for 
another card - press HIT ME. 

If your hand then totals less than 13, you may 
again either "hit" or "stand." 
If your hand totals more than 13, you "bust" 
and immediately lose. 

b) If you want to "stand"- to take no more 
cards - press COMPUTER TURN. 

3. MERLIN then plays his hand according to the 
following strategy: 

a) If his hand is less than 10, he hits. If he 
"busts," you win. 

b) If his hand is 10 or more, he stands. When he 
stands, MERLIN then compares his hand with 
yours in order to determine a winner. At no 
other time can MERLIN see your hand. 

WINNING: 

The winner is the player with the higher hand of 
13 or less. Along with the WIN, LOSE or TIE sound, 
MERLIN will also show each card that was 
drawn in the hand. 

CONTINUING: 

This game consists of multiple hands. To play 
another hand, press SAME GAME and watch the 
numbered buttons closely. MERLIN will very 
briefly light one number to show you how many 
chips you have. (You receive one chip for each 
hand that you win; you lose one chip for each 
hand that MERLIN wins.) Then, to start the next 
hand, MERLIN will deal each of you one card. 

If you accumulate ten chips, you break the bank 
and win the game. If you lose all of your chips, 
you go broke and MERLIN ends the game. To 
start a new game, press NEW GAME, then press 
#4. You'll start again with 5 chips. 



AGIC SQUARI 



OBJECT: 

To form a square of eight lights by lighting but- 
tons 1,2,3, 4, 6, 7, 8 and 9. At the same time, you 
will have to turn off button #5-the middle 
button. 



®. ®. 



M]®M 



PREPARATION: 

Press NEW GAME. Then press #5 and watch the 
numbered buttons closely. MERLIN will very 
briefly show you the Magic Square. Then you'll 
see a random display of one or more blinking 
lights.* 

PLAYING: 

Press buttons 1-9, in any order, until you've 
formed the Magic Square. When you succeed, 
MERLIN will flash the Magic Square and will 
make the WIN sound. 

MERLIN'S Secret Code 

As you play Magic Square, you'll see that the 
nine numbered buttons affect each others' 
lights in certain predictable patterns. Each time 
you press one of the buttons, certain lights 
always come on and other lights always go off. 
To form the Magic Square, you'll find it helpful to 
understand these patterns- MERLIN'S secret 
code. 

EXAMPLE: Button #1 always affects lights 1, 2, 4 
and 5 in a predictable pattern. That is, when 
you press button #1, it reverses these lights: the 
ones that were off will go on and the ones that 
were on will go off. In this same way each of the 
other numbered buttons reverses other groups 
of lights. After you've played a few times you'll 
discover which buttons reverse which groups of 
lights. 



CONTINUING: 

To play Magic Square again, press SAME GAME 
and start pressing buttons 1-9. 

CHALLENGING ANOTHER PERSON - 
FOR EXPERTS ONLY 

On your turn, keep the buttons hidden from view. 
After completing the Magic Square, take it 
apart by secretly pressing up to three different 
buttons from 1 to 9. Tell your opponent how many 
buttons you just pressed. Then challenge your 
opponent to recreate the Magic Square by 
pressing the same number of buttons. To suc- 
ceed, your opponent will have to press, in any 
order, the same buttons that you pressed. 

EXAMPLE: After completing the Magic Square, 
take it apart by secretly pressing buttons 4, 9 
and 2. Then challenge your opponent to try to 
recreate the Magic Square by pressing only 
three buttons. To succeed, your opponent will 
have to press buttons 4, 9 and 2 in any order. 

When your opponent recreates the Magic 
Square, the two of you then reverse roles. In other 
words, your opponent secretly presses any three 
different buttons and challenges you in the 
same way. The winner is the one to meet the 
challenge. If each of you requires more than 
three guesses, the winner is the one to recreate 
the Magic Square in the fewer tries. 

*At this point, or at other times during the game, 
buttons 1-9 may all go dark. If this happens, 
button #10 will blink, indicating that the game 
is still on. 



MINDBENDER 

OBJECT: 

To discover the mystery number in MERLIN'S 
computer brain. 

PREPARATION: 

Press NEW GAME. Then press #6. The and 10 
lights will blink. This is MERLIN'S way of asking you 
to select the length of his mystery number. To do 
this, press one button from 1 to 9. The higher the 
number you press, the longer and more difficult 
the mystery number will be. (For your first game. 



we recommend that you press #2 -a 2-digit 
mystery number.) 

EXAMPLE: Let's say that you press #4. In secret, 
MERLIN will then select a random, 4-digit num- 
ber. Through a process of deduction, you try to 
discover all four digits in the correct order. 

To keep track of your guesses, use a pencil and 
a piece of paper. 

PLAYING: 

1. Try to discover the mystery number by entering 
guesses that correspond to the length of the 
number. EXAMPLE: If the mystery number has four 
digits, enter each guess by pressing any four 
buttons from 1 to 9 in any order that you prefer. 
You might want to guess 2-3-8-2, or 1-6-9-5, or 
4-4-4-4, etc. 

2. MERLIN will then let you know how accurately 
you guessed: 

a) If you guessed the correct digits in the 
correct order, MERLIN will make the WIN 
sound and will flash a light for each digit in 
the number. 

b) if any part of your guess was incorrect, 
MERLIN will make the LOSE sound and will 
show you how close your guess was: 

If none of the digits in your guess is a part of 
his number, MERLIN will blink the #10 light. 

For each correct digit that is also in the cor- 
rect order, MERLIN will show a blinking light. 

For each correct digit that is not in the cor- 
rect order, MERLIN will show a steady light. 

The blinking and steady lights will start 
at #1 and will not necessarily corre- 
spond either to the digits that you've 
guessed or to MERLIN'S mystery 
number. 

EXAMPLE: Let's say that you ask MERLIN to select 
a 4-digit mystery number. In secret, MERLIN 
selects the number 9-2-4-2. 

a) If one of your guesses is 1-3-5-7, MERLIN will 
blink the #10 light. This light tells you that none 
of the digits in your guess was correct. 

b) If one of your guesses is 1-2-3-4, MERLIN will 
show a blinking light at #1 and a steady light 
at #2. These lights tell you that two of the 



digits in your guess were correct and that one 
of them was in the correct order. Now it's up 
to you to determine which two digits you 
guessed correctly and which one of them 
was in the correct order, 
c) If one of your guesses is 4-2-2-9, MERLIN will 
show a blinking light at #1 and steady lights 
at #s 2, 3 and 4. These lights tell you that all of 
the digits in your guess were correct and that 
one of them was in the correct order. 

If you entered this guess right after the previous 
guess (1-2-3-4), you'd gain some important clues 
about the mystery number. First, you'd see that 
"2" is the only digit that appears in both guesses 
in the same order. You'd know, therefore, that the 
blinking light represents this digit. You'd also see 
that the "4" is the only other digit that appears in 
both guesses: fourth position in one guess, first in 
the other. You'd know therefore, that the "4" must 
fall in either the second or third position of the 
4-digit mystery number. 

d) If you guess 9-2-4-2, MERLIN will show blinking 
lights at #s 1, 2, 3 and 4 and will also make the 
WIN sound. 

SCORING: 

After you win, press SAME GAME. MERLIN will 
briefly shine a light showing the number of 
guesses you took. Remember, however, MERLIN 
can score only up to 10 guesses. 

COMPETING AGAINST 
ANOTHER PERSON: 

On your turn keep the buttons hidden from view. 
After discovering the mystery number and learn- 
ing your score, hand MERLIN to your opponent. 
Your opponent presses SAME GAME and also 
tries to determine the mystery number. The win- 
ner is the one to learn the mystery number in the 
fewer guesses. 



www.handheldmuseum.com 



We will be happy to answer questions about this 
game. Write to: Consumer Response Dept., 
Parker Brothers, 50 Dunham Road, Beverly, Mass. 
01915. 



LIMITFO WARRANTY PARKER BROTHERS MERLIN 

PARKER BROTHERS, DIVISION OF GENERAL MILLS FUN 
GROUP, INC. (PARKER BROTHERS) hereby warrants, 
subject to the conditions set forth below, that if the 
components of this product prove defective because 
of improper workmanship or material : 

During the period of 180 days from the date of origi- 
nal purchase, PARKER BROTHERS will repair or 
replace the product, without charge for parts or 
labor, or refund the purchase price, at Parker 
Brothers' option. 

CONDITIONS: 

1. Registration: The enclosed registration card 
must be mailed to PARKER BROTHERS (address: 50 
Dunham Rd, Beverly, MA 01915, Attention: Consumer 
Response Dept.) within 10 days after the date of origi- 
nal purchase at retail. If this registration card is not 
mailed, the retail sales receipt or other proof of pur- 
chase must be provided for work to be done under 
the terms of this LIMITED WARRANTY. 

2. Proper Delivery: The product must be shipped, 
prepaid, or delivered to PARKER BROTHERS (address: 
190 Bridge Street, Salem, MA 01970, Attention: Qual- 
ity Control Dept.) for servicing either in the original 
package or in a similar package providing an egual 
degree of protection. 

3. Unauthorized Repair, Abuse, etc. The product must 
not have been previously altered, repaired or ser- 
viced by anyone other than PARKER BROTHERS; the 
product must not have been subjected to an acci- 
dent, misuse, abuse or have been operated contrary 
to the instructions contained in the accompanying 
manual. 

EXCEPT TO THE EXTENT PROHIBITED BY APPLICABLE 
LAW, ALL IMPLIED WARRANTIES MADE BY PARKER 
BROTHERS IN CONNECTION WITH THE PRODUC T 
INCLUDING THE WARRANTY OF MERCHANTABILITY, 
ARE LIMITED IN DURATION TO A PERIOD OF 180 DAYS 
FROM THE DATE OF ORIGINAL PURCHASE; AND NO 
WARRANTIES, WHETHER EXPRESSED OR IMPLIED, 
INCLUDING THE WARRANTY OF MERCHANTABILITY, 
SHALL APPLY TO THIS PRODUCT AFTER SAID PERIOD. 
SHOULD THIS PRODUCT PROVE DEFECTIVE IN WORK- 
MANSHIP AND MATERIAL, THE CONSUMER'S SOLE 
REMEDY SHALL BE SUCH REPAIR, REPLACEMENT OR 
REFUND AS IS HEREIN ABOVE EXPRESSLY PROVIDED; 
AND UNDER NO CIRCUMSTANCES SHALL PARKER 
BROTHERS BE LIABLE FOR ANY LOSS OR DAMAGE. 
DIRECT OR CONSEQUENTIAL, ARISING OUT OF THE 
USE OF, OR INABILITY TO USE, THIS PRODUCT. 

Some states do no allow limitations on how long an 
implied warranty lasts, or the exclusions or limitations 
of incidental or consequential damages, so the 
above limitations or exclusion may not apply to you. 
This warranty gives you specific legal rights and you 
may also have other rights which vary from state to 
state.